NA Regional Product Director /u/Senator_Ratbat and Senior Community Manager /u/CabbageMechanic here with the team - congratulations on 50,000 Subscribers! We're here for the next few hours to answer your questions about the game.

Update At this time will the live AMA is over, but we will collect the questions that went unanswered and the previous questions that /u/TollhouseFrank collected earlier this year and get as many possible answered by the end of the week.

I want to send out a massive THANK YOU to /u/CabbageMechanic for helping coordinate and get this set-up so that we have this opportunity! Today, we get a rare opportunity to have direct access to the Devs of WG! They are currently visiting our NA staff in Austin, TX.

Remember, they cannot answer every question, so please don't be too bummed out if your question doesn't get directly answered, today.

Also of note - they are also going to try to answer a handful of questions that you all submitted in the last Q&A gathering session in August.

I have only one question. Have you considered the premiumfication of tech tree tanks? Sort of like camo, so you could change it from tank to tank, but it'd give extra money and xp. Of course, sold at premium tank price.

Thank you very much for answering here and trying to get the Aufkl.P. back in the game.

I can imagine it being not too simple and hope you can get it to work out. Untill then I'll eagerly await the other things you have in the making. (already made sure I have a crew for wheeled vehicles ready)

We are looking for any traces of vehicles we are missing all the time, and as soon as we collect enough materials, we definitely will. Right now we have sources for just a few tanks. If you've got any good references (like metal or wooden prototype photos, blueprints photocopies, technical design documents), please let our team know. Not kidding |AB

Welcome gentlemen and thank you for taking the time to attend this community forum.

As a 6 year player, who plays nothing else, I worry about the new players, who are just starting out and the affect that seal clubbing has on their early game experience. The game has to continue to bring in new players and offer them a fun, challenging environment. Loading into a battle against a triple platoon of clip fed double blues/purples, (to use the XVM term) only kills their fun and forces them elsewhere. Think about restricting access to the early tiers based on Win8 or win rate.

Also since I mentioned XVM, is there the possibility that WG'ing will block its ability to highlight who the better players are. Its no fun for them when they are arti focused. Part of the whole arti complaint is when a player gets perma tracked and focused on by 3 arti all at the same time. Arti wouldn't have the bad rap it has if every tank player looked the same.

Any who, keep up the great work, I just love this game, and you'll be happy to know, I've spent enough, on WOT, to buy a decent used car. lol...

We are well aware things are not rainbow and unicorns for the newcomers, and are looking into it right now. On some specific realms we are also trying to introduce AI opponents for new / low tier player, that should from our POV ease their burden. Some new features are coming too, but it is too early to talk specific yet.

We are also investigating how to resolve XVM/stream hunting issues without denying our modding community the ability to create cool things. You can trust us to announce the solution as soon as we will be confident we have found one. |AB

We decided to award this post with the amount of gold to buy a decent new tank ;) |ALL THREE

Q1. Recently you introduced the T95/Chieftain to the Super Test Server, despite already having that exact tank included in the games files. Why the completely new tank? Why not modify the already existing one instead?

Q2. Are we ever going to see the Chieftain Mk. 6 (or really any proper Chieftain) included in the tech tree? What about tanks like the M60A1? M60A2? MBT-70?

Q3. Can we get the ability to buy tanks like Edelweiss (released only on the SEA Server currently) on NA/EU/RU? What about tanks like the ISU-130 (also recently released on the SEA Server).

Q4. I am a tank remodeler, and I use your official mod platform (WGMods) to distribute my mods. While the platform is good, there are several features that would be nice to have, such as the bility to update the version number of a mod without having to completely reupload the mod (as there are some cases where changes arent required to ensure the mod works in a new version of World of Tanks). Where is the best place to put ideas like these for possible consideration in the platform?

Q5. Ive been interested in becoming a Super Tester for a long while, but as far as I am aware, the Super Testers are generally limited to RU players. Is it possible to become a super tester if you arent a player on the RU server?

Q6. There are several tanks included in the game that have been detrimental toward balance. Tanks like the Object 252U Defender, LT-432, Object 430U, Super Conqueror, Type 4 and 5 and others have resulted in less enjoyment for players playing against these tanks:

With regards to the premiums where this is an issue, why arent tanks test much more rigorously when first implemented to avoid situations like these, as rebalancing premiums via nerfing them is constantly met with resistance by the community.

With regards to tech tree tanks why are they left alone for so long as they continue to ruin and negatively affect balance at the tiers they are at. Tanks like the Super Conqueror have gun depression they would otherwise be incapable of having, good handling guns, good armor and good DPM or alpha, and pay relatively little for all the positives they get.

It's unfortunately possible that your question got missed by the devs because automoderator blocked your post until a human moderator reviewed it (the domain in your link isn't in the automoderator whitelist). I had it up within 30 minutes of when you posted it, but it may still have been missed because of that.

I assume that Wargaming like most companies have some set metrics on how they measure the success of the game as it stands.

What are the current metrics you use to decide if the game is healthy and trending in the direction you intend and how do you measure them?

And if the metrics are not being met or are trending in a bad direction what are your plans to correct course? Or conversely if the metrics are being met and everything is going according to plan, what are your plans to keep expanding the game and increase the player population?

You are totally right. We are watching you! Jokes apart, we are monitoring both community sentiments and health metrics such as engagement of the audience. We see how players react to activities, updates and features. We are always trying to understand what went wrong exactly and how to solve it. That could seem easy from a player's perspective, but believe us, this game is a huge ecosystem without easy solutions to an issue. There always could be dozens of interdependencies that are not visible at the first glance.

We try to listen and communicate with players as much as possible. Thanks for that opportunity to speak to you here=) |MC

Are you ever going to remove the rocks made out of soap? It's really annoying trying to shoot someone below you just to completely lose control of your tank because of the soaprocks and fall to your death.

Also the "slopes" below ledges/balconies are so bumpy/rough that you often lose most of your HP or die when trying to escape those places or when falling because of the lovely soaprocks. Before 1.0 almost all of those were smooth slopes that you could use to escape. Are there any plans on returning the slopes as they used to be?

It's really annoying trying to shoot someone below you just to completely lose control of your tank because of the soaprocks and fall to your death.

I was playing on Abbey and I was in a Polish heavy in the Western flank. Somehow I ramped onto the wall when trying to reverse, I think only a tiny portion of my track collided with the wall... I lost complete control of my tank, I couldn't accelerate or stop and I watched helplessly as my tank spun 180* right in front of enemies. I was in Sniper mode when the 'collision' happened.

I really do hate how 'soapy' the rocks/(verticle) walls are in this game,

One time I was trying to push a dead TD out from behind a building so I could have cover. Instead of pushing the tank, I wound up forced on my side for the rest of the match 'cause I apparently lightly collided with the wall of the building. One second on both tracks, the next, flipped over.

We don't have any intent to do that at the moment. However, we are researching various opportunities, for example at the TVIII Grand Battle Event we've launched yesterday the limit is lowered to 3 SPGs per team. We'll see what that means once the data is analyzed |AB

Q: Are there any plans on making World of Tanks servers worldwide? IE: All servers are the same, using a system like other games to ensure low ping for everyone?

Q: Are there any plans to reduce RNG? It is currently +/- 25%, which is too great for a modern game. Something along 10% would be better.

Q: Would it be possible to make the Clan Wars battle screen better? My idea is to have a single screen, where officers can pull the players into the required battles, instead of having to close every battle screen, to go to a new one.

Q: Will the test client be coming to the WGC?

Q: Can we get a sound events list that is updated? As a sound modder, it would be nice to be able to mod all the sounds (Making a sound overhaul mod is something I want to do).

Q: Would it be possible to speed up the login process? Maybe allowing for the game data to be saved in the same directory as the game would fix this for those of us that install the game on an SSD, that is not the C:.

Q: When we hit battle, we are locked to that screen, could this be undone? I would love to be able to do other things while waiting for a game.

Q: Will downtime ever be announced ingame? Alot of players want this, yet it has not been done.

The answer to qeustion 2 sound a bit bs. Cus i like to know how is it perceived differntly?? And second to that i think rng should not be on pen the 25% difference gets to huge at high tier 300 avg pen can be 225-375 thats a gap of 150 pen it makes to much of a difference in key situations and also one of the reasons i quit cus even if you're better than the enemy this will fck up a lot off key plays and i think i can speak for a lot of people that rolling a dice isnt a fun way to win or lose a game.

For now they (bots) are present in the South American periphery to help with low tier matchmaking. Ping might be terrible but you can check their behavior out by switching to SA server. As for +/-1 it's Asia only while the team looks at the data over a period of time.

At this time will be ending the live AMA, but we will collect the questions that went unanswered and the previous questions that /u/TollhouseFrank collected earlier this year and get as many possible answered by the end of the week.

As far as increasing the population, we have persistent and targeted acquisition campaigns that run on a variety of platforms, if you watch WoT videos or like us on Facebook you have probably seen our ads pop up. This is something we are always trying to improve.

As far as retaining new players, this is something we are constantly monitoring the performance of and trying to improve (sorry for being a broken record but it's true - we look at numbers related to both of these every week). Boot Camp was a good start and we are looking to further improve it in the near future. We are also working on better ways to direct new players to useful content like our Explaining Mechanics series, which are an extremely useful tool for learning the game.

On retaining new players I'd like to better understand where players struggle and better connect them with materials (videos / guides) to accelerate their learning. It's not always easy to find helpful content on your own so it will be better if we can direct you to it. When you don't know what skills you need to develop you can't visualize your path forward. So this could be something we can work with the community on. What kind of skills do you guys think a new player would need to be successful in their first 100 battles, then 200, then 500, etc.

As far increasing the population, this is something we're figuring out. In NA there is a LOT of competition for your time as a gamer. Expanding the audience means finding other gaming communities that might be compatible with WOT. We had an experiment with Warhammer this year and I hope we can do more things like that.

The struggle for new players is that low tiers are just an absolute train wreck and don't play anything like high tiers. Tanks have very low HP relative to gun damage, and armour on most low tier tanks isn't really a thing. New players don't understand spotting mechanics + have awful crews (why are 50% crews a thing?) so they're getting outspotted and oneshotted before they have a chance to react. 6th sense should be something everybody gets of the bat. Another big issue is that players who understand the game smashing the absolute crap out of newbies. And honestly, low tier balance is really bad. It's taken 3 years to get through balancing, and we're still not even at tier 8. Are low tiers ever going to be rebalanced? WG is dedicating a ton of resources to adding new tanks instead of fixing the ones that are currently in the game.

We've been saying this for years now... World of Warships even shows you the entire time you're spotted, to the point that you're not.... World of Tanks makes you grind for the skill, and then only tells you initially when you're spotted. If you remain spotted... good luck... you literally have no way of knowing. It's by far one of the most aggravating things in the game... and the spotting system as a whole needs a complete overhaul. I understand that the game engine had limitations before for older hardware... but that was over 5 years ago.

How much of the struggle do you think comes from learning the game compared to what the game is like for new players?

A few years ago I made an account so I could play strongholds (before clan members could play with other clans) and the experience was awful until about tier 6. I was driving a worse tank due to not being able to afford crew or equipment and the game itself is so much different at low tiers due to incredibly inaccurate guns with crazy low time to kill compared to real tiers (largely due to a few tanks which get played a lot). I'm honestly surprised I stayed to keep playing the game.

It depends on what you were playing before. In my case the 5000+ battles played on WOT Blitz made my transition to WOT PC easier (still a lot to learn though). Imagine the mechanical gap (just talking controls here) between an RTS player and an FPS player who is trying WOT for the first time, the FPS player will probably have more mechanical experience (WASD, aiming, etc.) compared to the RTS player.

Speaking personally, map familiarity and awareness is my key to surviving and being an effective WOT player.

Tiers 1-4 suffer from a very low time-to-kill and dedicated seal clubbers.

For the former, I think removing autocannons would be sufficient. When I started playing in 2010, such guns were not in the game--we just had our single-shot guns, and thus the gameplay differences between tiers 1 and 5 were not as extreme as they are today. Since the game pace was much slower, it was easier to learn the game at a tier where we felt comfortable; whether that was tier 2 or tier 10. Even my recruits wanted out of tiers 1-3 as fast as possible.

For the latter, I think disabling the application of crew skills in battle for tiers 1-4 would be sufficient. This retains lowtier premiums as crew trainers, but we won't get this situation where some tank is on their 7th crew skill and going up against someone with a 75% crew--rather, it'd be 100% vs 75%, and that isn't nearly as big of a gap to cross. It deals with seal clubbers by disarming them, rather than trying to dictate who can play what.

I want to add that some players will never willingly consume learning materials. It is important that such players are able to find success in battle for their own learning, and the way the game is setup, they will not until tier 5 or 6 with a 100% crew, maybe a crew skill, and a elited tank--and by that point, most new players have already quit!

Hello thanks for giving up your time to do this, the Na community of teen feels left out of the loop so it’s nice to be involved.

(Context) In August 2017 WGNA announced the East and West servers would join to form a central server and Asian players would get a server transfer to a Asian server and EU players would get a server transfer to EU. Well the Asian players got a transfer but the EU players never did, it’s now over a year and we have not had any news at all, there is even a 50+ page on the forums where every post on the last 30 pages asks the same question of “when?”

(Question) When do the EU based players on the NA server get a server transfer?

Currently we do not have simple solution for transfer, but we considering to prepare that within 2019. That not necessary mean that we will start doing transfer right afterwards, because that structure could require certain period of stabilization. |AS

There is no simple solution, thats the problem, so because of that instead of using ad hoc invasive solution we would like to come up with the comprehensive tool that would let to make transfers more easy. |AS

Okay makes sense, would one possible solution for transfers to be to do something similar with how you make the test servers. Collect information of multiply servers add them together then use it to replace the previous data? Or is this not technically possible. Also downsides with that would be a loss of progress or a long down time for a server

You see, there are two trends actually. First one is the one you pointed at, the another one is the "Fix my weak premium tanks please, they all suck and I can't play". Both are quite massive, and we are trying to balance somewhere in between.

Additionally, we are usually very cautious about touching Premium vehicle we already shipped, thus at some point did few vehicles that would remain competitive over longer periods of time. You listed some of them. It is especially important note in the light of the upcoming overall re-balance I've already mentioned here tonight.

Right now, if we believe a particular tank is standing out, we'd rather restrict the sales' frequency (like for Obj 252U/Defender, Skorpion G, RAAC etc.) than jump on it with a Serb's nerf bat.

By the way, many players of our CIS community calls 432 way to weak, and asks for it to get buffed right away, and this is a good indicator the vehicle is quite fine. So it is very subjective. In case data will display it is indeed OP, we'll restrain ourselves from offering it, until, for example, the upcoming tech trees face lifting is done. |AB

"fixing" my premium tank is "UP" and "i can't play with it" simply makes your game P2W, while you pretend thats a F2P game. So...whats the truth?

Those are just stupid reasons from players who can't understand that premium tanks role is to make money and train crews, NOT to be main tanks. And the worst part...is that you listen to the most stupid part of comunity here.

Next, asking russian players if a russian tank is OP or not is simply wrong. They will never tell you the truth and you can see the result :

430U, 268-4, 252U, Obj 140 buffs and your new "UP" LT...

ALL other regions told you thats WRONG and OP, but your ruski comrades not and guess what..."they are correct", right?

You are about to just release a Russian LT and a German one...are they balanced between eachother?? And most important, are not better than standard counterparts?? (german one probably yes)

*thats the insulting stuff what i was talking about earlyer. You simply make us fools, other regions,with this kind of reply.

Well, we are not doing them one by one in succession, thought the time to market varies based on how much people are working on building maps at any specific moment, versus how many people are building props for the future maps.

You might also consider that each individual map design pass is relatively short, but the number of passes depends on the Supertesters reception and some automated checks. Once it is done and we are happy, the map's grey boxes version is passed to the art department, where they either build props for it first and then construct it, or just construct it in case we've got all required props in our library.

All in all, if I will imagine clean streamlined development of a completely new map with all new props, it will take somewhere in between 4 to 6 months, and about twice as long for the Grand Battle map. You don't want to know how long the Frontline map took... |AB

This is not entirely correct. It has a higher rate of certain two-tier templates (including two new two-tier templates) compared to the MM that is serving you guys now, but it is still +2/-2 architecture.

But yeah, we made it exactly to track some specific issues that the current templates-based MM solution has with the current queues across all the regions. As I've already said earlier, we might even consider to widen this experiment if it will run according to our expectations. In any case, our findings are the key component of the ongoing full MM re-design. |AB

Currently, on EU, there are 3 advances on weekdays (20-23) and 4 on weekend (20-24) can you add one from 19 that would change rules every week based on voting (10v10 tier X, 15v15 tier VIII, 30v30 X tier on big maps etc.. just to spice it up

Can we get revised MoE mechanic, because now it takes avg. and set it as roughly 50%, so some tanks (279 as example) has 8.5k combi expected values for 3 moe after few days people were driving it

Can we get new map with no Bush-next-to-rocks-on-redline combo? (Pilsen, and 1.13 Arctic)

And lastly, few weeks ago i compiled tier X medium balance sheet, is there any posibility that some of those are appliable? <LINK> to google doc

Thanks if you actually read throught my terrible typeing and poke-y questions, i am like that

The development of a new architecture is on full steam right now, and we hope to get it done somewhere early next year. We are also doing some live testing on Asia region that is related to the development. Based on its outcomes, we will update you guys on the next steps. |AB

Q: Did you ever notice that having any kind of explosion on the ice of Glacier, the sands of Sand River and the coal heaps of Pilsen always results in the dirt crater texture on the ground? Now that you do, are you thinking about adding more variation to craters left by explosions?

Q: Could the game engine even handle the ability to shoot down scripted planes flying over our maps (planes that would always crash far outside the map borders and wouldn’t return after being shot down)?

Q: Are there any plans regarding the SU-122-54?

Q: We have no desert grand battles map. Are there any plans to change that?

Q: Do you consider further 2D customization of vehicles consisting in allowing the player to compose his own division/unit number (3 digits maximum, a few fonts to choose from) that can be displayed on turret sides and hull ends, allowing for the recreation of some historical tanks?

Q: Will you consider adding alternate antennae for tanks, depending on their radio modules? For example the command Panther had a really nice antenna.

Q1: Man, I will stop sleeping from now on... Cmon, you guys should well know that things like that will come at a price. More materials are needed on the landscape to link FX with the interaction, and we did as much as our players' hardware allowed us to. Our render guys are eager to do lot more, as soon as an opportunity will arise.

Q2: It actually does, it's just off and ON only for devs ;)

Q3: We do, but I won't talk about them now, sorry

Q4: We are running some GB experiments right now, and are about to ship a steppe environment GB map very soon. If both are successful, we will consider the mode's repertoire expansion.

Q5: Yes, absolutely, follow us on the WGFest English stream please for more info. |AB

Do you have any plans to rework consumables or equipment in the future?

Will any maps in the future ever have the ice from Mannerhiem Line/Arctic Region (could be driven on gently, but also shot out and broken) again? I know that last one is oddly specific, but I loved that ice.

No particular date, mate, we've learned our Havok lesson well too good. Speaking of Sixth Sense, this is what we are thinking of at the moment. More details will be revealed the next spring, I suppose |AB

Speaking of Sixth Sense, this is what we are thinking of at the moment.

That seems like it'll be a really welcome change. It was an amazing improvement over in WOWS when that game made the equivalent skill default instead having to be ground out. Gives new players much more of a fighting chance against established ones.

Question, as a owner of all three tier 8 clan wars reward tanks (is-5, chieftain/t95/ kv-4 krev) are there any plans to buff them? They are all now underpowered and considering I payed 12k gold for my is-5 I would like a tank that’s playable or my gold back

1.I have watched the advancement of the official bots though at least 4 versions or so also with the advance of AI, Machine Learning and or deep learning could we see these technology to the bots in wot for more rapid development of this part of the game? 2. Will players be able to get the 8 bit tank badge that the bots have at some point?

I had a chance to play against bots on CT at lower tiers as arty (don't hate mate). It was interesting to see bots use cover and resist the urge to YOLO. Depending on your ping you could try to evaluate their behaviors when you jump on the SA server (Battle Level 5 and lower).

I really wanted the other 40k tanks from Blitz and the Valk tanks to be ported to PC. The PC version is the only version that still clings to the "Historical Accuracy" schtick, while the Console version has the Mercs tank tree and Blitz has 40k tanks and other obviously fantastical tanks.

We are constantly fixing them every update. If you have any specific spots that are not yet fixed, please provide re-plays or coordinates for the Customer Support and we'll try to prioritize such fixes.

There are no plans to remove SPGs. They are an integral part of the game's ecosystem, and despite we are well aware some people hate them, they serve their purpose. What I can promise is that we will look into the class once again over the next year. |AB

Question, have you ever considered making modular maps? Maybe in 50x50m squares which all fit together to form 1000x1000m maps. Would be useful in a PvE format if you wanted to change the feel of the map to something different or could be used in strongholds and your clan could have its own base. Would also be good if there was a unbalanced part of a map which you could replace to something different when needed

Can we have a feature where we can have crew of one nationality be assigned to tanks of a different nationality? Currently I have multiple French crew members in barracks but no desire to unlock new French vehicles. It would be great if for the cost of gold they could be changed to crew members of different nationalities.

Any chance you can make the garage multi-threaded? It always locks up when syncing the last battle, and takes awhile.. This happens to us a lot since platooning chances are that someone will survive until almost the end of the battle, exit to garage, and then the battle ends and syncs.

Also it takes so long to sync that I miss the popup to see the last battle results. And the game locks enough that even Windows tells me briefly that it is not responding.

Concerning the 1.3 changes to the IS-3A. What are your reasons behind wanting to add the auto-reloading mechanic to a heavy tank? Aren't you concerned that adding additional burst damage to an already good HT platform with no penalty to the reload once all three shots are fired will cause a negative impact on balancing? Shouldn't there be more distinct downsides like poorer aiming time and the DPM diminishing as you fire more shots?

With the "Rebalance 2.0" many of the lines had changes and new tanks added - but it was mostly tiers 8,9 and 10. The lower tiers are somewhat a mess, which many would agree too. Any new players have to try and grind through these lines and once they gets into tier 5 and more 6, they get hit with the re-balanced tanks that were always harder for them to play against, even worse now that they have been reworked. Is there going to be a pass/re-balance that starts in the low tiers instead of making the high tiers harder and harder? I am sure the retention of new players are very low. Losing players at tier 3 or 4 isn't good and they would have good feedback to give other people towards the game.

Leopard 1, for example, is basically just an above accurate 105 mm gun with paper for armor. Its minor mobility advantage isn't enough to be competitive - other 105mm mediums have something else going for them. Leopard would benefit from having higher DPM and better precision when moving. It needs something.

This is just one example out of many, please don't let tanks fall into obscurity and forgotten.

Will there ever be an option(maybe for a teasonable price) or an event where I as a player would be able to move my account to a different server ie EU to RU. Thank you for your answer. Sorry for bad grammar.

Since you are testing bots for low tiers on Asia have you thought about adding them to all servers?

I think this could be a simple solution in preventing most of the sealclubbing happening in low tiers. You could separate the newbies with less than 2-3K battles from seasoned players and if the newbie playerbase is low you could fill up the battles with bots.

In my opinion this could make the beginning of the game more newbie friendly, help with player retention and increasing the playerbase.

I recently got my girlfriend playing the game, and have been platooning with her to help her out where I can.

Unfortunately, every time we platoon we're at the bottom tier and it becomes very frustrating for her to try to play as tier 5 in a tier 7 match.

Is there a timeline set out where Platoon matchmaking will be normalized so that newer players can work with friends to learn the game? So far my own recommendation for her, is that to learn on her own will actually be easier than with my help.

Q1 what new lines are you guys planning (such as countries, mini branches, etc)

Q2 can you guys consider doing spaced Armour as a module? ( such as you have to research it to have it on your tank and for it to work)

Q3 are halftracks planned?

Q4 when will some ST tanks be released and same for older ST maps like the island map or Asian port or even that volcano island one

Q5 can you guys do the module portraits look like the tank they belong to on the upgrade area and as the module area when you are in battle? ( such as if you go to the research section of a panzer IV and look at a turret you can research it actually look looks like a panzer IV turret or in battle the hud at the bottom model looks like the tank you are using)

Have you considered making premium ammo buff accuracy instead of penetration? Then make all tanks have at least one spot in the front that can be penetrated. For example the hatch on the front of the Type 5 could be made vulnerable. This way you would still have to have some skill and knowledge to use gold ammo and it wouldn't just be skillless spam.

About the Chieftain variant tier X, currently it just had its stats updated (buffed), they mentioned on the source website that it could be the 1st Reward Vehicle available for everyone for bonds, does this coincide with the bond missions we've been getting?

When can I transfer to EU from NA? We were promised it over a year ago, and nothing... I'm a EU resident. The server move severely degraded my experience because of the added ping. Long queue times are also a issue, but not the biggest one.

Q 1: Do you have plans on optimizing the Depot, Store, Hall of Fame etc menu screens? The old ones where applicable loaded near instantaneously but the new ones take a long time or never load. The new UI is flashy and looks good, but the quality of life improvement is negligible even if it loaded fast.

Q 2: Is tank rewards coming back? I miss the big Halloween event that we used to have.

Q 3: How is much progress has been made for ammo rebalancing?

Q 4: Have you considered disabling XVM's ability to display statistics of a player during a match? XVM focus has been proven, especially from artillery, and this feature would be masively welcomed by all higher than average players. In the same vein, could clan tags be optionally displayed ingame for the same reason?

Is there any chance of getting something along the lines of tank rewards back? It give good incentive for daily play, and to be honest I'm running out of tank lines to grind.

I would also like to thank you for the is6 black/t34/mutz, the progetto missions, and the caernarvon action X missions. Those were great, and offered ways for f2p players to get tanks they might not have had the chance to enjoy.

Artillery is of course, an ever controversial topic. However it is undeniable that certain high tier artillery - specifically the French Tier 9 and 10 in BC 155 55 and 58 - is among the worst tanks of their tier, evidently from their horrific global win rate. There are also ridiculous dispirit even within the same line: The M44 is basically untouched in the rebalance when all the other got a massive nerf in damage; The T92 is so bad that I honestly would take the M53/55 as is as a Tier 10, as the T92 trades pretty much everything for a very tiny damage increase and a miger penetration increase. Is there any plans to look at them in the future?

Is the plan of overhauling high tier vehicles (tier 8-10) remained on track, on shelved for now?

Are there any plans to copy the camouglage display from WoWS to WoT? (As in, choosing which content to show/hide, not only a "Hide unistorical" button.) It would be pretty nice for those who - per example- don't mind the W40k skins but wouldn't stand a Girls Und Panzer skin.

Q1:Do you plan on reducing the amount of artillery players from 3 to 2. Becuase if in 30vs30 , there are only 3 artys allowed ,in randoms 15vs15 should be no more than 1.5 artys per game.

Q2:Do you plan on buffing powercreeped tanks like IS4,E 100,Leopard 1? Also can the t110e5 get 2 or 1 more degree of gun depression to compensate that bad cupola everyone is complaining about?

Q3 Are you going to add on the future, maps with weather effects?For example maps where it begins to rain , or snow.Also can you add more maps with height difference ,I really like Cliff and Empires Border,but I also liked the way you could climb pretty much everywhere before 1.0

Q4: Not really a question, but please give us a nice Christmas.A fun mode would be nice but not one like the grindy Halloween event.

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